forked from Mirror/Ryujinx
Fix geometry shader passthrough issue (#6462)
* Fix geometry shader passthrough issue (Diagnosed by gdkchan) * Fix whitespace formatting * Fix whitespace formatting * Bump shader cache version * Don't apply PassthroughNV decorations to output geometry shader variables
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2 changed files with 11 additions and 1 deletions
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 6455;
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private const uint CodeGenVersion = 6462;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -356,6 +356,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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context.AddGlobalVariable(perVertexInputVariable);
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context.Inputs.Add(new IoDefinition(StorageKind.Input, IoVariable.Position), perVertexInputVariable);
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if (context.Definitions.Stage == ShaderStage.Geometry &&
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context.Definitions.GpPassthrough &&
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context.HostCapabilities.SupportsGeometryShaderPassthrough)
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{
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context.MemberDecorate(perVertexInputStructType, 0, Decoration.PassthroughNV);
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context.MemberDecorate(perVertexInputStructType, 1, Decoration.PassthroughNV);
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context.MemberDecorate(perVertexInputStructType, 2, Decoration.PassthroughNV);
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context.MemberDecorate(perVertexInputStructType, 3, Decoration.PassthroughNV);
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}
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}
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var perVertexOutputStructType = CreatePerVertexStructType(context);
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